mirror of
https://github.com/sinai-dev/UnityExplorer.git
synced 2025-01-06 01:23:31 +08:00
Make abstract UIPanel class, refactor SceneExplorer into that, some fixes
This commit is contained in:
parent
c8a64c39b1
commit
1769a4ed8d
@ -65,8 +65,6 @@ namespace UnityExplorer.Core
|
||||
/// </summary>
|
||||
public static int LoadedSceneCount => SceneManager.sceneCount + 2;
|
||||
|
||||
// Cached on startup, will never change during runtime (and generally doesn't change between Unity versions either)
|
||||
|
||||
internal static Scene DontDestroyScene => DontDestroyMe.scene;
|
||||
internal static int DontDestroyHandle => DontDestroyScene.handle;
|
||||
|
||||
@ -84,6 +82,8 @@ namespace UnityExplorer.Core
|
||||
}
|
||||
private static GameObject dontDestroyObject;
|
||||
|
||||
public static bool InspectingAssetScene => SelectedScene == AssetScene;
|
||||
|
||||
internal static Scene AssetScene => AssetObject.scene;
|
||||
internal static int AssetHandle => AssetScene.handle;
|
||||
|
||||
|
@ -26,7 +26,7 @@ namespace UnityExplorer.UI.Models
|
||||
Instances.RemoveAt(i);
|
||||
continue;
|
||||
}
|
||||
if (instance.Visible)
|
||||
if (instance.Enabled)
|
||||
instance.Update();
|
||||
}
|
||||
}
|
||||
|
@ -10,12 +10,20 @@ namespace UnityExplorer.UI.Models
|
||||
{
|
||||
public abstract GameObject UIRoot { get; }
|
||||
|
||||
public bool Visible
|
||||
public bool Enabled
|
||||
{
|
||||
get => UIRoot && UIRoot.activeInHierarchy;
|
||||
set { if (UIRoot) UIRoot.SetActive(value); }
|
||||
get => UIRoot && UIRoot.activeSelf;
|
||||
set
|
||||
{
|
||||
if (!UIRoot || Enabled == value)
|
||||
return;
|
||||
UIRoot.SetActive(value);
|
||||
OnToggleEnabled?.Invoke(value);
|
||||
}
|
||||
}
|
||||
|
||||
public event Action<bool> OnToggleEnabled;
|
||||
|
||||
public abstract void ConstructUI(GameObject parent);
|
||||
|
||||
public virtual void Destroy()
|
||||
|
188
src/UI/Models/UIPanel.cs
Normal file
188
src/UI/Models/UIPanel.cs
Normal file
@ -0,0 +1,188 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityExplorer.Core.Config;
|
||||
using UnityExplorer.UI.Utility;
|
||||
|
||||
namespace UnityExplorer.UI.Models
|
||||
{
|
||||
public abstract class UIPanel : UIBehaviourModel
|
||||
{
|
||||
public override GameObject UIRoot => uiRoot;
|
||||
protected GameObject uiRoot;
|
||||
protected RectTransform mainPanelRect;
|
||||
public GameObject content;
|
||||
public PanelDragger dragger;
|
||||
|
||||
public abstract string Name { get; }
|
||||
|
||||
public override void ConstructUI(GameObject parent)
|
||||
{
|
||||
// create core canvas
|
||||
var panel = UIFactory.CreatePanel(Name, out GameObject panelContent);
|
||||
uiRoot = panel;
|
||||
mainPanelRect = uiRoot.GetComponent<RectTransform>();
|
||||
content = panelContent;
|
||||
|
||||
UIFactory.SetLayoutGroup<VerticalLayoutGroup>(uiRoot, true, true, true, true, 0, 0, 0, 0, 0, TextAnchor.UpperLeft);
|
||||
UIFactory.SetLayoutGroup<VerticalLayoutGroup>(content, true, true, true, true, 2, 2, 2, 2, 2, TextAnchor.UpperLeft);
|
||||
|
||||
// always apply default pos and anchors (save data may only be partial)
|
||||
SetDefaultPosAndAnchors();
|
||||
|
||||
// Title bar
|
||||
|
||||
var titleBar = UIFactory.CreateLabel(content, "TitleBar", Name, TextAnchor.MiddleLeft);
|
||||
UIFactory.SetLayoutElement(titleBar.gameObject, minHeight: 25, flexibleHeight: 0);
|
||||
|
||||
dragger = new PanelDragger(titleBar.GetComponent<RectTransform>(), mainPanelRect);
|
||||
dragger.OnFinishResize += OnFinishResize;
|
||||
dragger.OnFinishDrag += OnFinishDrag;
|
||||
|
||||
// content (abstract)
|
||||
|
||||
ConstructPanelContent();
|
||||
|
||||
// apply panel save data or revert to default
|
||||
try
|
||||
{
|
||||
LoadSaveData();
|
||||
dragger.OnEndResize();
|
||||
}
|
||||
catch
|
||||
{
|
||||
SetDefaultPosAndAnchors();
|
||||
}
|
||||
|
||||
// simple listener for saving enabled state
|
||||
this.OnToggleEnabled += (bool val) =>
|
||||
{
|
||||
SaveToConfigManager();
|
||||
};
|
||||
}
|
||||
|
||||
public abstract void ConstructPanelContent();
|
||||
|
||||
public virtual void OnFinishResize(RectTransform panel)
|
||||
{
|
||||
SaveToConfigManager();
|
||||
}
|
||||
|
||||
public virtual void OnFinishDrag(RectTransform panel)
|
||||
{
|
||||
SaveToConfigManager();
|
||||
}
|
||||
|
||||
public abstract void SaveToConfigManager();
|
||||
|
||||
public abstract void SetDefaultPosAndAnchors();
|
||||
|
||||
public abstract void LoadSaveData();
|
||||
|
||||
public string ToSaveData()
|
||||
{
|
||||
try
|
||||
{
|
||||
return $"{Enabled}" +
|
||||
$"|{mainPanelRect.RectAnchorsToString()}" +
|
||||
$"|{mainPanelRect.RectPositionToString()}";
|
||||
}
|
||||
catch
|
||||
{
|
||||
return "";
|
||||
}
|
||||
}
|
||||
|
||||
public void ApplySaveData(string data)
|
||||
{
|
||||
if (string.IsNullOrEmpty(data))
|
||||
return;
|
||||
|
||||
var split = data.Split('|');
|
||||
|
||||
try
|
||||
{
|
||||
uiRoot.SetActive(bool.Parse(split[0]));
|
||||
mainPanelRect.SetAnchorsFromString(split[1]);
|
||||
mainPanelRect.SetPositionFromString(split[2]);
|
||||
}
|
||||
catch { }
|
||||
}
|
||||
}
|
||||
|
||||
public static class RectSaveExtensions
|
||||
{
|
||||
#region WINDOW ANCHORS / POSITION HELPERS
|
||||
|
||||
// Window Anchors helpers
|
||||
|
||||
//private const string DEFAULT_WINDOW_ANCHORS = "0.25,0.10,0.78,0.95";
|
||||
//private const string DEFAULT_WINDOW_POSITION = "0,0";
|
||||
|
||||
internal static CultureInfo _enCulture = new CultureInfo("en-US");
|
||||
|
||||
internal static string RectAnchorsToString(this RectTransform rect)
|
||||
{
|
||||
if (!rect)
|
||||
throw new ArgumentNullException("rect");
|
||||
|
||||
return string.Format(_enCulture, "{0},{1},{2},{3}", new object[]
|
||||
{
|
||||
rect.anchorMin.x,
|
||||
rect.anchorMin.y,
|
||||
rect.anchorMax.x,
|
||||
rect.anchorMax.y
|
||||
});
|
||||
}
|
||||
|
||||
internal static void SetAnchorsFromString(this RectTransform panel, string stringAnchors)
|
||||
{
|
||||
if (string.IsNullOrEmpty(stringAnchors))
|
||||
throw new ArgumentNullException("stringAnchors");
|
||||
|
||||
var split = stringAnchors.Split(',');
|
||||
|
||||
if (split.Length != 4)
|
||||
throw new Exception($"stringAnchors split is unexpected length: {split.Length}");
|
||||
|
||||
Vector4 anchors;
|
||||
anchors.x = float.Parse(split[0], _enCulture);
|
||||
anchors.y = float.Parse(split[1], _enCulture);
|
||||
anchors.z = float.Parse(split[2], _enCulture);
|
||||
anchors.w = float.Parse(split[3], _enCulture);
|
||||
|
||||
panel.anchorMin = new Vector2(anchors.x, anchors.y);
|
||||
panel.anchorMax = new Vector2(anchors.z, anchors.w);
|
||||
}
|
||||
|
||||
internal static string RectPositionToString(this RectTransform rect)
|
||||
{
|
||||
if (!rect)
|
||||
throw new ArgumentNullException("rect");
|
||||
|
||||
return string.Format(_enCulture, "{0},{1}", new object[]
|
||||
{
|
||||
rect.localPosition.x, rect.localPosition.y
|
||||
});
|
||||
}
|
||||
|
||||
internal static void SetPositionFromString(this RectTransform rect, string stringPosition)
|
||||
{
|
||||
var split = stringPosition.Split(',');
|
||||
|
||||
if (split.Length != 2)
|
||||
throw new Exception($"stringPosition split is unexpected length: {split.Length}");
|
||||
|
||||
Vector3 vector = rect.localPosition;
|
||||
vector.x = float.Parse(split[0], _enCulture);
|
||||
vector.y = float.Parse(split[1], _enCulture);
|
||||
rect.localPosition = vector;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
@ -2,22 +2,23 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.ObjectModel;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
using UnityExplorer.Core;
|
||||
using UnityExplorer.Core.Config;
|
||||
using UnityExplorer.UI.Models;
|
||||
using UnityExplorer.UI.Utility;
|
||||
using UnityExplorer.UI.Widgets;
|
||||
|
||||
namespace UnityExplorer.UI.Panels
|
||||
{
|
||||
public class SceneExplorer : UIBehaviourModel
|
||||
public class SceneExplorer : UIPanel
|
||||
{
|
||||
public override GameObject UIRoot => uiRoot;
|
||||
private GameObject uiRoot;
|
||||
public override string Name => "Scene Explorer";
|
||||
|
||||
/// <summary>
|
||||
/// Whether to automatically update per auto-update interval or not.
|
||||
@ -27,6 +28,7 @@ namespace UnityExplorer.UI.Panels
|
||||
public TransformTree Tree;
|
||||
private float timeOfLastUpdate = -1f;
|
||||
|
||||
private GameObject refreshRow;
|
||||
private Dropdown sceneDropdown;
|
||||
private readonly Dictionary<int, Dropdown.OptionData> sceneToDropdownOption = new Dictionary<int, Dropdown.OptionData>();
|
||||
|
||||
@ -45,7 +47,7 @@ namespace UnityExplorer.UI.Panels
|
||||
|
||||
public override void Update()
|
||||
{
|
||||
if (AutoUpdate && Time.realtimeSinceStartup - timeOfLastUpdate >= 1f)
|
||||
if ((AutoUpdate || !SceneHandler.InspectingAssetScene) && Time.realtimeSinceStartup - timeOfLastUpdate >= 1f)
|
||||
{
|
||||
timeOfLastUpdate = Time.realtimeSinceStartup;
|
||||
ExpensiveUpdate();
|
||||
@ -68,6 +70,7 @@ namespace UnityExplorer.UI.Panels
|
||||
SceneHandler.SelectedScene = SceneHandler.LoadedScenes[value];
|
||||
SceneHandler.Update();
|
||||
Tree.RefreshData(true);
|
||||
OnSelectedSceneChanged(SceneHandler.SelectedScene.Value);
|
||||
}
|
||||
|
||||
private void SceneHandler_OnInspectedSceneChanged(Scene scene)
|
||||
@ -84,6 +87,14 @@ namespace UnityExplorer.UI.Panels
|
||||
else
|
||||
sceneDropdown.captionText.text = opt.text;
|
||||
}
|
||||
|
||||
OnSelectedSceneChanged(scene);
|
||||
}
|
||||
|
||||
private void OnSelectedSceneChanged(Scene scene)
|
||||
{
|
||||
if (refreshRow)
|
||||
refreshRow.SetActive(!scene.IsValid());
|
||||
}
|
||||
|
||||
private void SceneHandler_OnLoadedScenesChanged(ReadOnlyCollection<Scene> loadedScenes)
|
||||
@ -119,9 +130,15 @@ namespace UnityExplorer.UI.Panels
|
||||
|
||||
private float previousRectHeight;
|
||||
|
||||
private void SceneExplorer_OnFinishResize(RectTransform obj)
|
||||
public override void OnFinishResize(RectTransform panel)
|
||||
{
|
||||
RuntimeProvider.Instance.StartCoroutine(DelayedRefresh(obj));
|
||||
base.OnFinishResize(panel);
|
||||
RuntimeProvider.Instance.StartCoroutine(DelayedRefresh(panel));
|
||||
}
|
||||
|
||||
public override void SaveToConfigManager()
|
||||
{
|
||||
ConfigManager.SceneExplorerData.Value = this.ToSaveData();
|
||||
}
|
||||
|
||||
private IEnumerator DelayedRefresh(RectTransform obj)
|
||||
@ -138,53 +155,33 @@ namespace UnityExplorer.UI.Panels
|
||||
|
||||
}
|
||||
|
||||
public override void ConstructUI(GameObject parent)
|
||||
public override void LoadSaveData()
|
||||
{
|
||||
var panel = UIFactory.CreatePanel("SceneExplorer", out GameObject panelContent);
|
||||
uiRoot = panel;
|
||||
var panelRect = panel.GetComponent<RectTransform>();
|
||||
panelRect.anchorMin = Vector3.zero;
|
||||
panelRect.anchorMax = new Vector2(0, 1);
|
||||
panelRect.sizeDelta = new Vector2(300f, panelRect.sizeDelta.y);
|
||||
panelRect.anchoredPosition = new Vector2(160, 0);
|
||||
panelRect.offsetMin = new Vector2(panelRect.offsetMin.x, 10); // bottom
|
||||
panelRect.offsetMax = new Vector2(panelRect.offsetMax.x, -10); // top
|
||||
panelRect.pivot = new Vector2(0.5f, 0.5f);
|
||||
UIFactory.SetLayoutGroup<VerticalLayoutGroup>(panel, true, true, true, true, 0, 0, 0, 0, 0, TextAnchor.UpperLeft);
|
||||
UIFactory.SetLayoutGroup<VerticalLayoutGroup>(panelContent, true, true, true, true, 2, 2, 2, 2, 2, TextAnchor.UpperLeft);
|
||||
var data = ConfigManager.SceneExplorerData.Value;
|
||||
ApplySaveData(data);
|
||||
}
|
||||
|
||||
// Title bar
|
||||
public override void SetDefaultPosAndAnchors()
|
||||
{
|
||||
mainPanelRect.localPosition = Vector2.zero;
|
||||
mainPanelRect.anchorMin = Vector3.zero;
|
||||
mainPanelRect.anchorMax = new Vector2(0, 1);
|
||||
mainPanelRect.sizeDelta = new Vector2(300f, mainPanelRect.sizeDelta.y);
|
||||
mainPanelRect.anchoredPosition = new Vector2(160, 0);
|
||||
mainPanelRect.offsetMin = new Vector2(mainPanelRect.offsetMin.x, 10); // bottom
|
||||
mainPanelRect.offsetMax = new Vector2(mainPanelRect.offsetMax.x, -10); // top
|
||||
mainPanelRect.pivot = new Vector2(0.5f, 0.5f);
|
||||
}
|
||||
|
||||
var titleBar = UIFactory.CreateLabel(panelContent, "TitleBar", "Scene Explorer", TextAnchor.MiddleLeft);
|
||||
UIFactory.SetLayoutElement(titleBar.gameObject, minHeight: 25, flexibleHeight: 0);
|
||||
public override void ConstructPanelContent()
|
||||
{
|
||||
// Tool bar (top area)
|
||||
|
||||
new PanelDragger(titleBar.GetComponent<RectTransform>(), panelRect)
|
||||
.OnFinishResize += SceneExplorer_OnFinishResize;
|
||||
|
||||
// Tool bar
|
||||
|
||||
var toolbar = UIFactory.CreateVerticalGroup(panelContent, "Toolbar", true, true, true, true, 2, new Vector4(2, 2, 2, 2),
|
||||
var toolbar = UIFactory.CreateVerticalGroup(content, "Toolbar", true, true, true, true, 2, new Vector4(2, 2, 2, 2),
|
||||
new Color(0.15f, 0.15f, 0.15f));
|
||||
//UIFactory.SetLayoutElement(toolbar, minHeight: 25, flexibleHeight: 0);
|
||||
|
||||
// refresh row
|
||||
|
||||
var refreshRow = UIFactory.CreateHorizontalGroup(toolbar, "RefreshGroup", true, true, true, true, 2, new Vector4(2, 2, 2, 2));
|
||||
UIFactory.SetLayoutElement(refreshRow, minHeight: 30, flexibleHeight: 0);
|
||||
|
||||
var refreshButton = UIFactory.CreateButton(refreshRow, "RefreshButton", "Update", ForceUpdate);
|
||||
UIFactory.SetLayoutElement(refreshButton.gameObject, minWidth: 65, flexibleWidth: 0);
|
||||
|
||||
var refreshToggle = UIFactory.CreateToggle(refreshRow, "RefreshToggle", out Toggle toggle, out Text text);
|
||||
UIFactory.SetLayoutElement(refreshToggle, flexibleWidth: 9999);
|
||||
text.text = "Auto-update (1 second)";
|
||||
text.alignment = TextAnchor.MiddleLeft;
|
||||
text.color = Color.white;
|
||||
text.fontSize = 12;
|
||||
toggle.isOn = false;
|
||||
toggle.onValueChanged.AddListener((bool val) => AutoUpdate = val);
|
||||
|
||||
// Scene selector dropdown
|
||||
|
||||
var dropdownObj = UIFactory.CreateDropdown(toolbar, out sceneDropdown, "<notset>", 13, OnDropdownChanged);
|
||||
UIFactory.SetLayoutElement(dropdownObj, minHeight: 25, flexibleHeight: 0);
|
||||
|
||||
@ -208,9 +205,28 @@ namespace UnityExplorer.UI.Panels
|
||||
UIFactory.SetLayoutElement(inputFieldObj, minHeight: 25);
|
||||
inputField.onValueChanged.AddListener(OnFilterInput);
|
||||
|
||||
// refresh row
|
||||
|
||||
refreshRow = UIFactory.CreateHorizontalGroup(toolbar, "RefreshGroup", true, true, true, true, 2, new Vector4(2, 2, 2, 2));
|
||||
UIFactory.SetLayoutElement(refreshRow, minHeight: 30, flexibleHeight: 0);
|
||||
|
||||
var refreshButton = UIFactory.CreateButton(refreshRow, "RefreshButton", "Update", ForceUpdate);
|
||||
UIFactory.SetLayoutElement(refreshButton.gameObject, minWidth: 65, flexibleWidth: 0);
|
||||
|
||||
var refreshToggle = UIFactory.CreateToggle(refreshRow, "RefreshToggle", out Toggle toggle, out Text text);
|
||||
UIFactory.SetLayoutElement(refreshToggle, flexibleWidth: 9999);
|
||||
text.text = "Auto-update (1 second)";
|
||||
text.alignment = TextAnchor.MiddleLeft;
|
||||
text.color = Color.white;
|
||||
text.fontSize = 12;
|
||||
toggle.isOn = false;
|
||||
toggle.onValueChanged.AddListener((bool val) => AutoUpdate = val);
|
||||
|
||||
refreshRow.SetActive(false);
|
||||
|
||||
// Transform Tree
|
||||
|
||||
var infiniteScroll = UIFactory.CreateInfiniteScroll(panelContent, "TransformTree", out GameObject scrollObj,
|
||||
var infiniteScroll = UIFactory.CreateInfiniteScroll(content, "TransformTree", out GameObject scrollObj,
|
||||
out GameObject scrollContent, new Color(0.15f, 0.15f, 0.15f));
|
||||
UIFactory.SetLayoutElement(scrollObj, flexibleHeight: 9999);
|
||||
UIFactory.SetLayoutElement(scrollContent, flexibleHeight: 9999);
|
||||
@ -225,10 +241,66 @@ namespace UnityExplorer.UI.Panels
|
||||
var prototype = TransformCell.CreatePrototypeCell(scrollContent);
|
||||
infiniteScroll.PrototypeCell = prototype.GetComponent<RectTransform>();
|
||||
|
||||
// Setup references
|
||||
// some references
|
||||
Tree.Scroller = infiniteScroll;
|
||||
previousRectHeight = mainPanelRect.rect.height;
|
||||
|
||||
// Scene Loader
|
||||
try
|
||||
{
|
||||
Type sceneUtil = ReflectionUtility.GetTypeByName("UnityEngine.SceneManagement.SceneUtility");
|
||||
if (sceneUtil == null)
|
||||
throw new Exception("This version of Unity does not ship with the 'SceneUtility' class, or it was not unstripped.");
|
||||
var method = sceneUtil.GetMethod("GetScenePathByBuildIndex", ReflectionUtility.AllFlags);
|
||||
|
||||
var title2 = UIFactory.CreateLabel(content, "SceneLoaderLabel", "Scene Loader", TextAnchor.MiddleLeft, Color.white, true, 14);
|
||||
UIFactory.SetLayoutElement(title2.gameObject, minHeight: 25, flexibleHeight: 0);
|
||||
|
||||
var allSceneDropObj = UIFactory.CreateDropdown(content, out Dropdown allSceneDrop, "", 14, null);
|
||||
UIFactory.SetLayoutElement(allSceneDropObj, minHeight: 25, minWidth: 150, flexibleWidth: 0, flexibleHeight: 0);
|
||||
|
||||
int sceneCount = SceneManager.sceneCountInBuildSettings;
|
||||
for (int i = 0; i < sceneCount; i++)
|
||||
{
|
||||
var scenePath = (string)method.Invoke(null, new object[] { i });
|
||||
allSceneDrop.options.Add(new Dropdown.OptionData(Path.GetFileNameWithoutExtension(scenePath)));
|
||||
}
|
||||
allSceneDrop.value = 1;
|
||||
allSceneDrop.value = 0;
|
||||
|
||||
var buttonRow = UIFactory.CreateHorizontalGroup(content, "LoadButtons", true, true, true, true, 4);
|
||||
|
||||
var loadButton = UIFactory.CreateButton(buttonRow, "LoadSceneButton", "Load (Single)", () =>
|
||||
{
|
||||
try
|
||||
{
|
||||
SceneManager.LoadScene(allSceneDrop.options[allSceneDrop.value].text);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
ExplorerCore.LogWarning($"Unable to load the Scene! {ex.ReflectionExToString()}");
|
||||
}
|
||||
}, new Color(0.1f, 0.3f, 0.3f));
|
||||
UIFactory.SetLayoutElement(loadButton.gameObject, minHeight: 25, minWidth: 150);
|
||||
|
||||
var loadAdditiveButton = UIFactory.CreateButton(buttonRow, "LoadSceneButton", "Load (Additive)", () =>
|
||||
{
|
||||
try
|
||||
{
|
||||
SceneManager.LoadScene(allSceneDrop.options[allSceneDrop.value].text, LoadSceneMode.Additive);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
ExplorerCore.LogWarning($"Unable to load the Scene! {ex.ReflectionExToString()}");
|
||||
}
|
||||
}, new Color(0.1f, 0.3f, 0.3f));
|
||||
UIFactory.SetLayoutElement(loadAdditiveButton.gameObject, minHeight: 25, minWidth: 150);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
ExplorerCore.LogWarning($"Could not create the Scene Loader helper! {ex.ReflectionExToString()}");
|
||||
}
|
||||
|
||||
previousRectHeight = panelRect.rect.height;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -148,8 +148,7 @@ namespace UnityExplorer.UI
|
||||
/// <summary>
|
||||
/// Create a Panel on the UI Canvas.
|
||||
/// </summary>
|
||||
public static GameObject CreatePanel(string name, out GameObject contentHolder, Color? bgColor = null,
|
||||
string anchors = null, string position = null)
|
||||
public static GameObject CreatePanel(string name, out GameObject contentHolder, Color? bgColor = null)
|
||||
{
|
||||
var panelObj = CreateUIObject(name, UIManager.CanvasRoot);
|
||||
var rect = panelObj.GetComponent<RectTransform>();
|
||||
@ -158,12 +157,6 @@ namespace UnityExplorer.UI
|
||||
rect.anchoredPosition = Vector2.zero;
|
||||
rect.sizeDelta = Vector2.zero;
|
||||
|
||||
if (anchors != null)
|
||||
rect.SetAnchorsFromString(anchors);
|
||||
|
||||
if (position != null)
|
||||
rect.SetPositionFromString(position);
|
||||
|
||||
var maskImg = panelObj.AddComponent<Image>();
|
||||
maskImg.color = Color.white;
|
||||
panelObj.AddComponent<Mask>().showMaskGraphic = false;
|
||||
@ -576,6 +569,7 @@ namespace UnityExplorer.UI
|
||||
|
||||
GameObject scrollbarObj = CreateScrollbar(templateObj, "DropdownScroll", out Scrollbar scrollbar);
|
||||
scrollbar.SetDirection(Scrollbar.Direction.BottomToTop, true);
|
||||
RuntimeProvider.Instance.SetColorBlock(scrollbar, new Color(0.3f, 0.3f, 0.3f), new Color(0.4f, 0.4f, 0.4f), new Color(0.2f, 0.2f, 0.2f));
|
||||
|
||||
RectTransform scrollRectTransform = scrollbarObj.GetComponent<RectTransform>();
|
||||
scrollRectTransform.anchorMin = Vector2.right;
|
||||
@ -700,7 +694,7 @@ namespace UnityExplorer.UI
|
||||
}
|
||||
|
||||
public static InfiniteScrollRect CreateInfiniteScroll(GameObject parent, string name, out GameObject uiRoot,
|
||||
out GameObject content, Color? bgColor = null)
|
||||
out GameObject content, Color? bgColor = null, bool autoResizeSliderHandle = true)
|
||||
{
|
||||
var mainObj = CreateUIObject(name, parent, new Vector2(1, 1));
|
||||
mainObj.AddComponent<Image>().color = bgColor ?? new Color(0.12f, 0.12f, 0.12f);
|
||||
@ -716,7 +710,6 @@ namespace UnityExplorer.UI
|
||||
viewportRect.offsetMax = new Vector2(-10.0f, 0.0f);
|
||||
viewportObj.AddComponent<Image>().color = Color.white;
|
||||
viewportObj.AddComponent<Mask>().showMaskGraphic = false;
|
||||
//SetLayoutGroup<VerticalLayoutGroup>(viewportObj, true, true, true, true);
|
||||
|
||||
content = CreateUIObject("Content", viewportObj);
|
||||
var contentRect = content.GetComponent<RectTransform>();
|
||||
@ -725,7 +718,6 @@ namespace UnityExplorer.UI
|
||||
contentRect.pivot = new Vector2(0.0f, 1.0f);
|
||||
contentRect.sizeDelta = new Vector2(0f, 0f);
|
||||
contentRect.offsetMax = new Vector2(0f, 0f);
|
||||
//SetLayoutGroup<VerticalLayoutGroup>(content, true, false, true, false, 0, 2, 2, 2, 2);
|
||||
|
||||
var scrollRect = mainObj.AddComponent<ScrollRect>();
|
||||
scrollRect.movementType = ScrollRect.MovementType.Clamped;
|
||||
@ -738,13 +730,31 @@ namespace UnityExplorer.UI
|
||||
scrollRect.viewport = viewportRect;
|
||||
scrollRect.content = contentRect;
|
||||
|
||||
var sliderObj = SliderScrollbar.CreateSliderScrollbar(mainObj, out Slider slider);
|
||||
var sliderContainer = CreateVerticalGroup(mainObj, "SliderContainer",
|
||||
false, false, true, true, 0, default, new Color(0.05f, 0.05f, 0.05f));
|
||||
SetLayoutElement(sliderContainer, minWidth: 25, flexibleWidth:0, flexibleHeight: 9999);
|
||||
sliderContainer.AddComponent<Mask>();
|
||||
|
||||
var sliderObj = SliderScrollbar.CreateSliderScrollbar(sliderContainer, out Slider slider);
|
||||
slider.direction = Slider.Direction.TopToBottom;
|
||||
SetLayoutElement(sliderObj, minWidth: 25, flexibleHeight: 9999);
|
||||
SetLayoutElement(sliderObj, minWidth: 25, flexibleWidth: 0, flexibleHeight: 9999);
|
||||
|
||||
if (autoResizeSliderHandle)
|
||||
{
|
||||
slider.handleRect.offsetMin = new Vector2(slider.handleRect.offsetMin.x, 0);
|
||||
slider.handleRect.offsetMax = new Vector2(slider.handleRect.offsetMax.x, 0);
|
||||
slider.handleRect.pivot = new Vector2(0.5f, 0.5f);
|
||||
|
||||
var container = slider.m_HandleContainerRect;
|
||||
container.anchorMin = Vector3.zero;
|
||||
container.anchorMax = Vector3.one;
|
||||
container.pivot = new Vector3(0.5f, 0.5f);
|
||||
}
|
||||
|
||||
uiRoot = mainObj;
|
||||
|
||||
var infiniteScroll = new InfiniteScrollRect(scrollRect);
|
||||
infiniteScroll.AutoResizeHandleRect = autoResizeSliderHandle;
|
||||
|
||||
return infiniteScroll;
|
||||
}
|
||||
|
@ -37,6 +37,11 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
|
||||
private List<ICell> _cachedCells;
|
||||
private Bounds _recyclableViewBounds;
|
||||
|
||||
/// <summary>
|
||||
/// Extra pooled cells above AND below the viewport (so actual extra pool is double this value).
|
||||
/// </summary>
|
||||
public int ExtraCellPoolSize = 2;
|
||||
|
||||
private readonly Vector3[] _corners = new Vector3[4];
|
||||
private bool _recycling;
|
||||
private Vector2 _prevAnchoredPos;
|
||||
@ -46,10 +51,8 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
|
||||
internal int topMostCellIndex, bottomMostCellIndex; //Topmost and bottommost cell in the heirarchy
|
||||
internal int _topMostCellColoumn, _bottomMostCellColoumn; // used for recyling in Grid layout. top-most and bottom-most coloumn
|
||||
|
||||
// Flag to keep track of when we are manually setting our slider/scrollrect value directly, to avoid callback loops.
|
||||
//private bool ExternallySetting = false;
|
||||
public bool AutoResizeHandleRect;
|
||||
|
||||
// external sources use this flag, it will stay true until the start of the next frame to prevent our update overwriting it.
|
||||
public bool ExternallySetting
|
||||
{
|
||||
get => externallySetting;
|
||||
@ -79,8 +82,6 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
|
||||
// Jump to val * count (ie, 0.0 would jump to top, 1.0 would jump to bottom)
|
||||
var index = Math.Floor(val * DataSource.ItemCount);
|
||||
JumpToIndex((int)index);
|
||||
|
||||
//this.ExternallySetting = false;
|
||||
});
|
||||
}
|
||||
|
||||
@ -106,7 +107,70 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
|
||||
// ExternallySetting = false;
|
||||
}
|
||||
|
||||
|
||||
internal void SetSliderFromScrollValue(bool forceValue = true)
|
||||
{
|
||||
int total = DataSource.ItemCount;
|
||||
// avoid DivideByZeroException, this is harmless if count was <= 0.
|
||||
if (total <= 0)
|
||||
total = 1;
|
||||
|
||||
var spread = _cellPool.Count - (ExtraCellPoolSize * 2);
|
||||
|
||||
if (forceValue)
|
||||
{
|
||||
var range = GetDisplayedRange();
|
||||
if (spread >= total)
|
||||
_slider.value = 0f;
|
||||
else
|
||||
// top-most displayed index divided by (totalCount - displayedRange)
|
||||
_slider.value = (float)((decimal)range.x / (total - _cellPool.Count));
|
||||
}
|
||||
|
||||
// resize the handle rect to reflect the size of the displayed content vs. the total content height.
|
||||
if (AutoResizeHandleRect)
|
||||
{
|
||||
var viewportHeight = scrollRect.viewport.rect.height;
|
||||
|
||||
var handleRatio = (decimal)spread / total;
|
||||
var handleHeight = viewportHeight * (float)Math.Min(1, handleRatio);
|
||||
|
||||
// need to resize the handle container area for the size of the handle (bigger handle = smaller area)
|
||||
var container = _slider.m_HandleContainerRect;
|
||||
container.offsetMax = new Vector2(container.offsetMax.x, -(handleHeight * 0.5f));
|
||||
container.offsetMin = new Vector2(container.offsetMin.x, handleHeight * 0.5f);
|
||||
|
||||
var handle = _slider.handleRect;
|
||||
|
||||
handle.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, handleHeight);
|
||||
|
||||
// if slider is 100% height then make it not interactable.
|
||||
_slider.interactable = !Mathf.Approximately(handleHeight, viewportHeight);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Try to jump to the specified index. Pretty accurate, not perfect. Currently assumes all elements are the same height.
|
||||
/// </summary>
|
||||
public void JumpToIndex(int index)
|
||||
{
|
||||
var realCount = DataSource.ItemCount;
|
||||
|
||||
// clamp to real index limit
|
||||
index = Math.Min(index, realCount - 1);
|
||||
|
||||
// add the buffer count to desired index and set our currentItemCount to that.
|
||||
currentItemCount = index + _cachedCells.Count;
|
||||
currentItemCount = Math.Max(Math.Min(currentItemCount, realCount - 1), _cachedCells.Count);
|
||||
Refresh();
|
||||
|
||||
// if we're jumping to the very bottom we need to show the extra pooled cells which are normally hidden.
|
||||
var y = 0f;
|
||||
if (index >= realCount - (ExtraCellPoolSize * 4))
|
||||
y = _cellHeight * (index - realCount + (4 * ExtraCellPoolSize)) + ExtraCellPoolSize; // add +1 to show the last entry.
|
||||
|
||||
scrollRect.content.anchoredPosition = new Vector2(scrollRect.content.anchoredPosition.x, y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the start and end indexes (relative to DataSource) of the cell pool
|
||||
/// </summary>
|
||||
@ -178,47 +242,10 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
|
||||
RefreshContentSize();
|
||||
|
||||
//internallySetting = true;
|
||||
//SetSliderFromScrollValue();
|
||||
SetSliderFromScrollValue(false);
|
||||
//internallySetting = false;
|
||||
}
|
||||
|
||||
internal void SetSliderFromScrollValue()
|
||||
{
|
||||
// calculate where slider handle should be based on displayed range.
|
||||
var range = GetDisplayedRange();
|
||||
int total = DataSource.ItemCount;
|
||||
var spread = range.y - range.x;
|
||||
|
||||
if (spread >= total)
|
||||
_slider.value = 0f;
|
||||
else
|
||||
// top-most displayed index divided by (totalCount - displayedRange)
|
||||
_slider.value = (float)((decimal)range.x / (decimal)(total - spread));
|
||||
}
|
||||
|
||||
public void JumpToIndex(int index)
|
||||
{
|
||||
var realCount = DataSource.ItemCount;
|
||||
|
||||
index = Math.Min(index, realCount - 1);
|
||||
|
||||
var indexBuffer = (int)(_cachedCells.Count * (1 - (index / (decimal)(realCount - 1))));
|
||||
|
||||
currentItemCount = index + indexBuffer;
|
||||
currentItemCount = Math.Max(Math.Min(currentItemCount, realCount), _cachedCells.Count);
|
||||
Refresh();
|
||||
|
||||
var y = 0f;
|
||||
var displayRange = scrollRect.viewport.rect.height / _cellHeight;
|
||||
var poolRange = scrollRect.content.rect.height / _cellHeight;
|
||||
var poolExtra = poolRange - displayRange;
|
||||
|
||||
if (index >= realCount - poolExtra)
|
||||
y = _cellHeight * (index - realCount + (poolExtra * 2));
|
||||
|
||||
scrollRect.content.anchoredPosition = new Vector2(scrollRect.content.anchoredPosition.x, y);
|
||||
}
|
||||
|
||||
public void PopulateCells()
|
||||
{
|
||||
var width = scrollRect.viewport.GetComponent<RectTransform>().rect.width;
|
||||
@ -282,7 +309,7 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
|
||||
private void SetRecyclingBounds()
|
||||
{
|
||||
scrollRect.viewport.GetCorners(_corners);
|
||||
float threshHold = _cellHeight * 2; //RecyclingThreshold * (_corners[2].y - _corners[0].y);
|
||||
float threshHold = _cellHeight * ExtraCellPoolSize; //RecyclingThreshold * (_corners[2].y - _corners[0].y);
|
||||
_recyclableViewBounds.min = new Vector3(_corners[0].x, _corners[0].y - threshHold);
|
||||
_recyclableViewBounds.max = new Vector3(_corners[2].x, _corners[2].y + threshHold);
|
||||
}
|
||||
@ -319,7 +346,7 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
|
||||
_cellHeight = PrototypeCell.rect.height;
|
||||
|
||||
//Get the required pool coverage and mininum size for the Cell pool
|
||||
float requiredCoverage = scrollRect.viewport.rect.height + (_cellHeight * 4);
|
||||
float requiredCoverage = scrollRect.viewport.rect.height + (_cellHeight * (ExtraCellPoolSize * 2));
|
||||
|
||||
//create cells untill the Pool area is covered
|
||||
while (currentPoolCoverage < requiredCoverage)
|
||||
@ -470,466 +497,4 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
//public class InfiniteScrollRect : ScrollRect
|
||||
//{
|
||||
|
||||
// public IListDataSource DataSource;
|
||||
|
||||
// internal RectTransform PrototypeCell;
|
||||
// internal Slider _slider;
|
||||
|
||||
// // Cell pool
|
||||
// private float _cellWidth, _cellHeight;
|
||||
// private List<RectTransform> _cellPool;
|
||||
// private List<ICell> _cachedCells;
|
||||
// private Bounds _recyclableViewBounds;
|
||||
|
||||
// private readonly Vector3[] _corners = new Vector3[4];
|
||||
// private bool _recycling;
|
||||
// private Vector2 _prevAnchoredPos;
|
||||
// internal Vector2 _lastScroll;
|
||||
|
||||
// internal int currentItemCount; //item count corresponding to the datasource.
|
||||
// internal int topMostCellIndex, bottomMostCellIndex; //Topmost and bottommost cell in the heirarchy
|
||||
// internal int _topMostCellColoumn, _bottomMostCellColoumn; // used for recyling in Grid layout. top-most and bottom-most coloumn
|
||||
|
||||
// // Flag to keep track of when we are manually setting our slider/scrollrect value directly, to avoid callback loops.
|
||||
// private bool internallySetting = false;
|
||||
|
||||
// // external sources use this flag, it will stay true until the start of the next frame to prevent our update overwriting it.
|
||||
// public bool ExternallySetting
|
||||
// {
|
||||
// get => externallySetting;
|
||||
// internal set
|
||||
// {
|
||||
// if (externallySetting == value)
|
||||
// return;
|
||||
// timeOfLastExternalSet = Time.time;
|
||||
// externallySetting = true;
|
||||
// }
|
||||
// }
|
||||
// private bool externallySetting;
|
||||
// private float timeOfLastExternalSet;
|
||||
|
||||
// private Vector2 zeroVector = Vector2.zero;
|
||||
|
||||
// public int PoolCount => _cachedCells.Count;
|
||||
|
||||
// #region MONOBEHAVIOUR
|
||||
|
||||
// internal new void Start()
|
||||
// {
|
||||
// // Link up the Slider and ScrollRect onValueChanged to sync them.
|
||||
|
||||
// _slider = this.GetComponentInChildren<Slider>();
|
||||
|
||||
// onValueChanged.AddListener((Vector2 val) =>
|
||||
// {
|
||||
// try
|
||||
// {
|
||||
// if (internallySetting || ExternallySetting)
|
||||
// return;
|
||||
// internallySetting = true;
|
||||
|
||||
// SetSliderFromScrollValue();
|
||||
|
||||
// internallySetting = false;
|
||||
// }
|
||||
// catch (Exception ex)
|
||||
// {
|
||||
// ExplorerCore.Log(ex);
|
||||
// }
|
||||
// });
|
||||
|
||||
// _slider.onValueChanged.AddListener((float val) =>
|
||||
// {
|
||||
// if (internallySetting || ExternallySetting)
|
||||
// return;
|
||||
// internallySetting = true;
|
||||
|
||||
// // Jump to val * count (ie, 0.0 would jump to top, 1.0 would jump to bottom)
|
||||
// var index = Math.Floor(val * DataSource.ItemCount);
|
||||
// JumpToIndex((int)index);
|
||||
|
||||
// internallySetting = false;
|
||||
// });
|
||||
// }
|
||||
|
||||
// internal void Update()
|
||||
// {
|
||||
// if (externallySetting && timeOfLastExternalSet < Time.time)
|
||||
// externallySetting = false;
|
||||
// }
|
||||
|
||||
// #endregion
|
||||
|
||||
// #region LISTENERS
|
||||
|
||||
// internal void OnValueChangedListener(Vector2 normalizedPos)
|
||||
// {
|
||||
// Vector2 dir = base.content.anchoredPosition - _prevAnchoredPos;
|
||||
// m_ContentStartPosition += ProcessValueChange(dir);
|
||||
// _prevAnchoredPos = base.content.anchoredPosition;
|
||||
// }
|
||||
|
||||
// #endregion
|
||||
|
||||
// public Vector2 GetDisplayedRange()
|
||||
// {
|
||||
// int max = currentItemCount;
|
||||
// int min = max - _cachedCells.Count;
|
||||
// return new Vector2(min, max);
|
||||
// }
|
||||
|
||||
// public void Initialize(IListDataSource dataSource)
|
||||
// {
|
||||
// DataSource = dataSource;
|
||||
|
||||
// vertical = true;
|
||||
// horizontal = false;
|
||||
|
||||
// _prevAnchoredPos = base.content.anchoredPosition;
|
||||
// onValueChanged.RemoveListener(OnValueChangedListener);
|
||||
|
||||
// RuntimeProvider.Instance.StartCoroutine(InitCoroutine(() =>
|
||||
// {
|
||||
// onValueChanged.AddListener(OnValueChangedListener);
|
||||
// }));
|
||||
// }
|
||||
|
||||
// public void ReloadData()
|
||||
// {
|
||||
// ReloadData(DataSource);
|
||||
// }
|
||||
|
||||
// public void ReloadData(IListDataSource dataSource)
|
||||
// {
|
||||
// if (onValueChanged == null)
|
||||
// return;
|
||||
|
||||
// StopMovement();
|
||||
|
||||
// onValueChanged.RemoveListener(OnValueChangedListener);
|
||||
|
||||
// DataSource = dataSource;
|
||||
|
||||
// RuntimeProvider.Instance.StartCoroutine(InitCoroutine(() =>
|
||||
// onValueChanged.AddListener(OnValueChangedListener)
|
||||
// ));
|
||||
|
||||
// _prevAnchoredPos = base.content.anchoredPosition;
|
||||
// }
|
||||
|
||||
// public void Refresh()
|
||||
// {
|
||||
// if (DataSource == null || _cellPool == null)
|
||||
// return;
|
||||
|
||||
// int count = DataSource.ItemCount;
|
||||
// if (currentItemCount > count)
|
||||
// currentItemCount = Math.Max(count, _cellPool.Count);
|
||||
|
||||
// SetRecyclingBounds();
|
||||
// RecycleBottomToTop();
|
||||
// RecycleTopToBottom();
|
||||
|
||||
// PopulateCells();
|
||||
|
||||
// RefreshContentSize();
|
||||
|
||||
// // Close, but not quite accurate enough to be useful.
|
||||
// internallySetting = true;
|
||||
// SetSliderFromScrollValue();
|
||||
// internallySetting = false;
|
||||
// }
|
||||
|
||||
// internal void SetSliderFromScrollValue()
|
||||
// {
|
||||
// // calculate where slider handle should be based on displayed range.
|
||||
// var range = GetDisplayedRange();
|
||||
// int total = DataSource.ItemCount;
|
||||
// var spread = range.y - range.x;
|
||||
|
||||
// //var orig = _slider.value;
|
||||
|
||||
// if (spread >= total)
|
||||
// _slider.value = 0f;
|
||||
// else
|
||||
// // top-most displayed index divided by (totalCount - displayedRange)
|
||||
// _slider.value = (float)((decimal)range.x / (decimal)(total - spread));
|
||||
// }
|
||||
|
||||
// public void JumpToIndex(int index)
|
||||
// {
|
||||
// var realCount = DataSource.ItemCount;
|
||||
|
||||
// index = Math.Min(index, realCount - 1);
|
||||
|
||||
// var indexBuffer = (int)(_cachedCells.Count * (1 - (index / (decimal)(realCount - 1))));
|
||||
|
||||
// currentItemCount = index + indexBuffer;
|
||||
// currentItemCount = Math.Max(Math.Min(currentItemCount, realCount), _cachedCells.Count);
|
||||
// Refresh();
|
||||
|
||||
// var y = 0f;
|
||||
|
||||
// var displayRange = viewport.rect.height / _cellHeight;
|
||||
// var poolRange = content.rect.height / _cellHeight;
|
||||
// var poolExtra = poolRange - displayRange;
|
||||
|
||||
// if (index >= realCount - poolExtra)
|
||||
// y = _cellHeight * (index - realCount + poolExtra);
|
||||
|
||||
// content.anchoredPosition = new Vector2(content.anchoredPosition.x, y);
|
||||
// }
|
||||
|
||||
// public void PopulateCells()
|
||||
// {
|
||||
// var width = viewport.GetComponent<RectTransform>().rect.width;
|
||||
// content.sizeDelta = new Vector2(width, content.sizeDelta.y);
|
||||
|
||||
// int cellIndex = topMostCellIndex;
|
||||
// var itemIndex = currentItemCount - _cachedCells.Count;
|
||||
// int iterated = 0;
|
||||
// while (iterated < _cachedCells.Count)
|
||||
// {
|
||||
// var cell = _cachedCells[cellIndex];
|
||||
// cellIndex++;
|
||||
// if (cellIndex < 0)
|
||||
// continue;
|
||||
// if (cellIndex >= _cachedCells.Count)
|
||||
// cellIndex = 0;
|
||||
// DataSource.SetCell(cell, itemIndex);
|
||||
// itemIndex++;
|
||||
|
||||
// var rect = _cellPool[cellIndex].GetComponent<RectTransform>();
|
||||
// rect.sizeDelta = new Vector2(width, rect.sizeDelta.y);
|
||||
|
||||
// iterated++;
|
||||
// }
|
||||
// }
|
||||
|
||||
// #region RECYCLING INIT
|
||||
|
||||
// private IEnumerator InitCoroutine(Action onInitialized)
|
||||
// {
|
||||
// yield return null;
|
||||
// SetTopAnchor(content);
|
||||
// content.anchoredPosition = Vector3.zero;
|
||||
|
||||
// yield return null;
|
||||
// SetRecyclingBounds();
|
||||
|
||||
// //Cell Poool
|
||||
// CreateCellPool();
|
||||
// currentItemCount = _cellPool.Count;
|
||||
// topMostCellIndex = 0;
|
||||
// bottomMostCellIndex = _cellPool.Count - 1;
|
||||
|
||||
// //Set content height according to no of rows
|
||||
// RefreshContentSize();
|
||||
|
||||
// SetTopAnchor(content);
|
||||
|
||||
// onInitialized?.Invoke();
|
||||
// }
|
||||
|
||||
// private void RefreshContentSize()
|
||||
// {
|
||||
// int noOfRows = _cachedCells.Where(it => it.Enabled).Count();
|
||||
// float contentYSize = noOfRows * _cellHeight;
|
||||
// content.sizeDelta = new Vector2(content.sizeDelta.x, contentYSize);
|
||||
// }
|
||||
|
||||
// private void SetRecyclingBounds()
|
||||
// {
|
||||
// viewport.GetWorldCorners(_corners);
|
||||
// float threshHold = _cellHeight / 2; //RecyclingThreshold * (_corners[2].y - _corners[0].y);
|
||||
// _recyclableViewBounds.min = new Vector3(_corners[0].x, _corners[0].y - threshHold);
|
||||
// _recyclableViewBounds.max = new Vector3(_corners[2].x, _corners[2].y + threshHold);
|
||||
// }
|
||||
|
||||
// private void CreateCellPool()
|
||||
// {
|
||||
// //Reseting Pool
|
||||
// if (_cellPool != null)
|
||||
// {
|
||||
// _cellPool.ForEach((RectTransform item) => Destroy(item.gameObject));
|
||||
// _cellPool.Clear();
|
||||
// _cachedCells.Clear();
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// _cachedCells = new List<ICell>();
|
||||
// _cellPool = new List<RectTransform>();
|
||||
// }
|
||||
|
||||
// //Set the prototype cell active and set cell anchor as top
|
||||
// PrototypeCell.gameObject.SetActive(true);
|
||||
// SetTopAnchor(PrototypeCell);
|
||||
|
||||
// //Reset
|
||||
// _topMostCellColoumn = _bottomMostCellColoumn = 0;
|
||||
|
||||
// //Temps
|
||||
// float currentPoolCoverage = 0;
|
||||
// int poolSize = 0;
|
||||
// float posY = 0;
|
||||
|
||||
// //set new cell size according to its aspect ratio
|
||||
// _cellWidth = content.rect.width;
|
||||
// _cellHeight = PrototypeCell.rect.height;
|
||||
|
||||
// //Get the required pool coverage and mininum size for the Cell pool
|
||||
// float requiredCoverage = viewport.rect.height + (_cellHeight * 2);
|
||||
|
||||
// //create cells untill the Pool area is covered
|
||||
// while (currentPoolCoverage < requiredCoverage)
|
||||
// {
|
||||
// //Instantiate and add to Pool
|
||||
// RectTransform item = Instantiate(PrototypeCell.gameObject).GetComponent<RectTransform>();
|
||||
// item.name = $"Cell_{_cachedCells.Count + 1}";
|
||||
// item.sizeDelta = new Vector2(_cellWidth, _cellHeight);
|
||||
// _cellPool.Add(item);
|
||||
// item.SetParent(content, false);
|
||||
|
||||
// item.anchoredPosition = new Vector2(0, posY);
|
||||
// posY = item.anchoredPosition.y - item.rect.height;
|
||||
// currentPoolCoverage += item.rect.height;
|
||||
|
||||
// //Setting data for Cell
|
||||
// _cachedCells.Add(item.GetComponent<ICell>());
|
||||
// DataSource.SetCell(_cachedCells[_cachedCells.Count - 1], poolSize);
|
||||
|
||||
// //Update the Pool size
|
||||
// poolSize++;
|
||||
// }
|
||||
|
||||
// //Deactivate prototype cell if it is not a prefab(i.e it's present in scene)
|
||||
// if (PrototypeCell.gameObject.scene.IsValid())
|
||||
// PrototypeCell.gameObject.SetActive(false);
|
||||
// }
|
||||
// #endregion
|
||||
|
||||
// #region RECYCLING
|
||||
|
||||
// public Vector2 ProcessValueChange(Vector2 direction)
|
||||
// {
|
||||
// if (_recycling || _cellPool == null || _cellPool.Count == 0) return zeroVector;
|
||||
|
||||
// //Updating Recyclable view bounds since it can change with resolution changes.
|
||||
// SetRecyclingBounds();
|
||||
|
||||
// _lastScroll = direction;
|
||||
|
||||
// if (direction.y > 0 && _cellPool[bottomMostCellIndex].MaxY() > _recyclableViewBounds.min.y)
|
||||
// {
|
||||
// return RecycleTopToBottom();
|
||||
// }
|
||||
// else if (direction.y < 0 && _cellPool[topMostCellIndex].MinY() < _recyclableViewBounds.max.y)
|
||||
// {
|
||||
// return RecycleBottomToTop();
|
||||
// }
|
||||
|
||||
// return zeroVector;
|
||||
// }
|
||||
|
||||
// /// <summary>
|
||||
// /// Recycles cells from top to bottom in the List heirarchy
|
||||
// /// </summary>
|
||||
// private Vector2 RecycleTopToBottom()
|
||||
// {
|
||||
// _recycling = true;
|
||||
|
||||
// int n = 0;
|
||||
// float posY;
|
||||
|
||||
// //to determine if content size needs to be updated
|
||||
// //Recycle until cell at Top is avaiable and current item count smaller than datasource
|
||||
// while (_cellPool[topMostCellIndex].MinY() > _recyclableViewBounds.max.y && currentItemCount < DataSource.ItemCount)
|
||||
// {
|
||||
// //Move top cell to bottom
|
||||
// posY = _cellPool[bottomMostCellIndex].anchoredPosition.y - _cellPool[bottomMostCellIndex].sizeDelta.y;
|
||||
// _cellPool[topMostCellIndex].anchoredPosition = new Vector2(_cellPool[topMostCellIndex].anchoredPosition.x, posY);
|
||||
|
||||
// //Cell for row at
|
||||
// DataSource.SetCell(_cachedCells[topMostCellIndex], currentItemCount);
|
||||
|
||||
// //set new indices
|
||||
// bottomMostCellIndex = topMostCellIndex;
|
||||
// topMostCellIndex = (topMostCellIndex + 1) % _cellPool.Count;
|
||||
|
||||
// currentItemCount++;
|
||||
// n++;
|
||||
// }
|
||||
|
||||
// //Content anchor position adjustment.
|
||||
// _cellPool.ForEach((RectTransform cell) => cell.anchoredPosition += n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y);
|
||||
// content.anchoredPosition -= n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y;
|
||||
// _recycling = false;
|
||||
// return -new Vector2(0, n * _cellPool[topMostCellIndex].sizeDelta.y);
|
||||
// }
|
||||
|
||||
// /// <summary>
|
||||
// /// Recycles cells from bottom to top in the List heirarchy
|
||||
// /// </summary>
|
||||
// private Vector2 RecycleBottomToTop()
|
||||
// {
|
||||
// _recycling = true;
|
||||
|
||||
// int n = 0;
|
||||
// float posY = 0;
|
||||
|
||||
// //to determine if content size needs to be updated
|
||||
// //Recycle until cell at bottom is avaiable and current item count is greater than cellpool size
|
||||
// while (_cellPool[bottomMostCellIndex].MaxY() < _recyclableViewBounds.min.y && currentItemCount > _cellPool.Count)
|
||||
// {
|
||||
// //Move bottom cell to top
|
||||
// posY = _cellPool[topMostCellIndex].anchoredPosition.y + _cellPool[topMostCellIndex].sizeDelta.y;
|
||||
// _cellPool[bottomMostCellIndex].anchoredPosition = new Vector2(_cellPool[bottomMostCellIndex].anchoredPosition.x, posY);
|
||||
// n++;
|
||||
|
||||
// currentItemCount--;
|
||||
|
||||
// //Cell for row at
|
||||
// DataSource.SetCell(_cachedCells[bottomMostCellIndex], currentItemCount - _cellPool.Count);
|
||||
|
||||
// //set new indices
|
||||
// topMostCellIndex = bottomMostCellIndex;
|
||||
// bottomMostCellIndex = (bottomMostCellIndex - 1 + _cellPool.Count) % _cellPool.Count;
|
||||
// }
|
||||
|
||||
// _cellPool.ForEach((RectTransform cell) => cell.anchoredPosition -= n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y);
|
||||
// content.anchoredPosition += n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y;
|
||||
// _recycling = false;
|
||||
// return new Vector2(0, n * _cellPool[topMostCellIndex].sizeDelta.y);
|
||||
// }
|
||||
|
||||
// #endregion
|
||||
|
||||
// #region HELPERS
|
||||
|
||||
// /// <summary>
|
||||
// /// Anchoring cell and content rect transforms to top preset. Makes repositioning easy.
|
||||
// /// </summary>
|
||||
// /// <param name="rectTransform"></param>
|
||||
// private void SetTopAnchor(RectTransform rectTransform)
|
||||
// {
|
||||
// //Saving to reapply after anchoring. Width and height changes if anchoring is change.
|
||||
// float width = rectTransform.rect.width;
|
||||
// float height = rectTransform.rect.height;
|
||||
|
||||
// //Setting top anchor
|
||||
// rectTransform.anchorMin = new Vector2(0.5f, 1);
|
||||
// rectTransform.anchorMax = new Vector2(0.5f, 1);
|
||||
// rectTransform.pivot = new Vector2(0.5f, 1);
|
||||
|
||||
// //Reapply size
|
||||
// rectTransform.sizeDelta = new Vector2(width, height);
|
||||
// }
|
||||
|
||||
// #endregion
|
||||
//}
|
||||
|
||||
}
|
||||
|
@ -116,8 +116,8 @@ namespace UnityExplorer.UI.Utility
|
||||
GameObject sliderObj = UIFactory.CreateUIObject("SliderScrollbar", parent, UIFactory._smallElementSize);
|
||||
|
||||
GameObject bgObj = UIFactory.CreateUIObject("Background", sliderObj);
|
||||
GameObject fillAreaObj = UIFactory.CreateUIObject("Fill Area", sliderObj);
|
||||
GameObject fillObj = UIFactory.CreateUIObject("Fill", fillAreaObj);
|
||||
//GameObject fillAreaObj = UIFactory.CreateUIObject("Fill Area", sliderObj);
|
||||
//GameObject fillObj = UIFactory.CreateUIObject("Fill", fillAreaObj);
|
||||
GameObject handleSlideAreaObj = UIFactory.CreateUIObject("Handle Slide Area", sliderObj);
|
||||
GameObject handleObj = UIFactory.CreateUIObject("Handle", handleSlideAreaObj);
|
||||
|
||||
@ -131,22 +131,11 @@ namespace UnityExplorer.UI.Utility
|
||||
bgRect.sizeDelta = Vector2.zero;
|
||||
bgRect.offsetMax = new Vector2(0f, 0f);
|
||||
|
||||
RectTransform fillAreaRect = fillAreaObj.GetComponent<RectTransform>();
|
||||
fillAreaRect.anchorMin = new Vector2(0f, 0.20f);
|
||||
fillAreaRect.anchorMax = new Vector2(1f, 0.8f);
|
||||
fillAreaRect.anchoredPosition = new Vector2(0f, 0f);
|
||||
fillAreaRect.sizeDelta = new Vector2(-20f, 0f);
|
||||
|
||||
Image fillImage = fillObj.AddComponent<Image>();
|
||||
fillImage.type = Image.Type.Sliced;
|
||||
fillImage.color = Color.clear;
|
||||
|
||||
fillObj.GetComponent<RectTransform>().sizeDelta = new Vector2(10f, 0f);
|
||||
|
||||
RectTransform handleSlideRect = handleSlideAreaObj.GetComponent<RectTransform>();
|
||||
handleSlideRect.anchorMin = new Vector2(0f, 0f);
|
||||
handleSlideRect.anchorMax = new Vector2(1f, 1f);
|
||||
handleSlideRect.offsetMin = new Vector2(25f, 30f);
|
||||
handleSlideRect.pivot = new Vector2(0.5f, 0.5f);
|
||||
handleSlideRect.offsetMin = new Vector2(27f, 30f);
|
||||
handleSlideRect.offsetMax = new Vector2(-15f, 0f);
|
||||
handleSlideRect.sizeDelta = new Vector2(-20f, -30f);
|
||||
|
||||
@ -165,13 +154,12 @@ namespace UnityExplorer.UI.Utility
|
||||
sliderBarLayout.flexibleHeight = 5000;
|
||||
|
||||
slider = sliderObj.AddComponent<Slider>();
|
||||
slider.fillRect = fillObj.GetComponent<RectTransform>();
|
||||
//slider.fillRect = fillObj.GetComponent<RectTransform>();
|
||||
slider.handleRect = handleObj.GetComponent<RectTransform>();
|
||||
slider.targetGraphic = handleImage;
|
||||
slider.direction = Slider.Direction.BottomToTop;
|
||||
|
||||
RuntimeProvider.Instance.SetColorBlock(
|
||||
slider,
|
||||
RuntimeProvider.Instance.SetColorBlock(slider,
|
||||
new Color(0.25f, 0.25f, 0.25f),
|
||||
new Color(0.3f, 0.3f, 0.3f),
|
||||
new Color(0.2f, 0.2f, 0.2f));
|
||||
|
@ -92,14 +92,15 @@ namespace UnityExplorer.UI.Widgets
|
||||
|
||||
public void RefreshData(bool andReload = false)
|
||||
{
|
||||
//tempObjectCache = objectCache.ToDictionary(it => it.Key, it => it.Value);
|
||||
displayedObjects.Clear();
|
||||
// objectCache.Clear();
|
||||
|
||||
var rootObjects = GetRootEntriesMethod.Invoke();
|
||||
|
||||
foreach (var obj in rootObjects)
|
||||
Traverse(obj.transform);
|
||||
{
|
||||
if (obj)
|
||||
Traverse(obj.transform);
|
||||
}
|
||||
|
||||
if (andReload)
|
||||
Scroller.Refresh();
|
||||
|
@ -106,6 +106,10 @@
|
||||
<HintPath>..\lib\mcs.dll</HintPath>
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="INIFileParser, Version=2.5.2.0, Culture=neutral, PublicKeyToken=79af7b307b65cf3c, processorArchitecture=MSIL">
|
||||
<HintPath>packages\ini-parser.2.5.2\lib\net20\INIFileParser.dll</HintPath>
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<!-- MelonLoader refs -->
|
||||
<ItemGroup Condition="'$(IsMelonLoader)'=='true'">
|
||||
@ -156,10 +160,6 @@
|
||||
<HintPath>..\lib\0Harmony.dll</HintPath>
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="INIFileParser, Version=2.5.2.0, Culture=neutral, PublicKeyToken=79af7b307b65cf3c, processorArchitecture=MSIL">
|
||||
<HintPath>packages\ini-parser.2.5.2\lib\net20\INIFileParser.dll</HintPath>
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<!-- Mono refs -->
|
||||
<ItemGroup Condition="'$(IsCpp)'=='false'">
|
||||
@ -216,6 +216,7 @@
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Core\Config\InternalConfigHandler.cs" />
|
||||
<Compile Include="Core\CSharp\ScriptEvaluator.cs" />
|
||||
<Compile Include="Core\CSharp\ScriptInteraction.cs" />
|
||||
<Compile Include="Core\CSharp\Suggestion.cs" />
|
||||
@ -261,8 +262,9 @@
|
||||
<Compile Include="Loader\STANDALONE\StandaloneConfigHandler.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="UI\InspectorManager.cs" />
|
||||
<Compile Include="UI\Model\UIBehaviourModel.cs" />
|
||||
<Compile Include="UI\Model\UIModel.cs" />
|
||||
<Compile Include="UI\Models\UIBehaviourModel.cs" />
|
||||
<Compile Include="UI\Models\UIModel.cs" />
|
||||
<Compile Include="UI\Models\UIPanel.cs" />
|
||||
<Compile Include="UI\Panels\SceneExplorer.cs" />
|
||||
<Compile Include="UI\UIFactory.cs" />
|
||||
<Compile Include="UI\UIManager.cs" />
|
||||
|
Loading…
x
Reference in New Issue
Block a user